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Vampire: The Requiem
That’s the Masquerade.
Introduction The song and the dance don’t always play well.
Vampire is a game of visceral drama and personal Devote yourself to redeeming human sinners and
horror. you may discover they’re the only creatures you
Vampire is about sex and murder, about power understand.
and wild defiance. It’s about urban squalor and the Spend your nights in a vault perfecting your
romance of the city. It’s about what’s wrong with monstrosity and you may find yourself trapped,
you -- yes, you -- and how that shapes the monster unable to flee through the masses when the hunters
you’ll become. bash down the gates.
Vampire is also about thrilling action and nail-
biting paranoia. It’s about dying young and being a
great-looking corpse. It’s about acting out in all of the Old + New
ways we imagine we would, if only we couldn’t see Established 1856. That’s what the firm’s sign says.
ourselves in the mirror. The owner was established 1856, too, even though
Vampire is a game about dead people and it should his sharp-cut suit was made tomorrow. He’s one of
make you feel alive. your guys. One of the sharks you swim with.
The Kindred are the real predators of the modern
Themes age. They’re hip to our tricks but they’ve got a hundred
years of history behind them. You’re one of them. So,
Vampire is built on contrast, taking place in a congratulations: you are the child-stealer, the plague-
World of Darkness with blinding whites and pitch bearer and the faceless corporate titan sucking the life
black. Characters try to stay in the cool, comfortable out of your own hometown.
grays, but they can’t hide all the time. And, hey, they
look good in black.
Piety + Blasphemy
Requiem + Masquerade How did you get to be what you are? Were you
What are you going to do to make it through a good girl, dragged kicking and screaming from
tonight? What about tomorrow night? And after the heaven? Or a bad boy, brought back from the grave
deeds are done and your belly’s full, how are you ’cause hell didn’t deserve you?
going to live with yourself? What are you going to Little of both, probably.
do with your damnation that makes it worth all the Somebody cheated death to bring you back, and
sins along the way? now you have to make up the debt. You can devote
That’s the Requiem. yourself to faith and good works. Play philanthropist.
Only half the question, though. Mortals are Play superhero. Or you can accept that you’re damned
dinner but they’re also what you’ve got for dates. No and get the party started. Piss on the cross. Get some
matter how callous you become, you’ll need to move head.
among them. How will you keep your connection to Little of both, probably.
Humanity, even as a sham?
Pick four dots of Disciplines. Three must be from • Majesty: The power to sway emotions.
Disciplines belonging to your character’s clan. This • Nightmare: The power to harness terror.
book covers only the first two dots of each Discipline.
• Obfuscate: Powers of invisibility and distraction.
• Animalism: The ability to communicate and
command animals. • Protean: The power to change shape.
Combat Injury
Vampires affect civility. Among the prey, they may
Fists and feet deal bashing damage. Weapons, like
even affect innocuousness. But the truth is, they’re
brass knuckles and knives, crack skulls and pierce
creatures of violence. They want and they take and
lungs. To mortals, they deal lethal damage. Vampires
they hurt. And that gets them into fights.
only suffer bashing damage from mundane weapons,
Combat starts when two or more people who are, since they’re less fazed by pain and don’tdepend on
ninety percent of the time, rational individuals, fail their internal organs. Vampires still suffer lethal
to come to an agreement, and come to blows instead. damage from massive bodily destruction, like being
Violence, for vampires, is generally a means to an end. hit by a truck.
The first step in starting combat, then, is to A special type of damage, aggravated damage, is
determine what everybody wants. You don’t have to only suffered by vampires when they’re exposed to
be formal about it... just make sure you know why it their great banes, fire and sunlight. Each vampire
is the characters are in this fight. suffers aggravated wounds differently. Flesh may turn
After that, start tracking time in turns. At the start brittle and burn like paper. Tissue may bubble and
of the turn, each player rolls Initiative. Unlike a normal stink. Blackened veins may streak across the victim’s
roll, Initiative is a single die, the result of which you add body. Foamy pustules may taint the area around the
to your character’s Initiative Modifier. (A character’s injury. Aggravated wounds appear as manifestations
weapon may also add or subtract from Initiative.) of the natural world violently eliminating something
After that, players choose actions for their that does not belong.
characters in Initiative order, highest to lowest. If a mortal’s health track is filled with bashing
When a character’s turn comes up, they can perform damage, he falls unconscious. If it fills with lethal,
one of the following actions. he dies within minutes. If a vampire’s health track is
You follow someone, perhaps in the hopes of You’re trying to avoid notice by someone... or
ambushing them, or of finding out their destination. multiple someones. Maybe you want to get into a
place undetected. Maybe you’re trying to break out.
• Dramatic Failure: You’re caught, either by
the mark or some observer that’s become • Dramatic Failure: You attract a lot of
suspicious of you. attention... enough that now it’s going to be
hard to get out.
• Failure: The mark senses he’s being followed,
and manages to lose you. • Failure: You’re noticed, but still have the
chance to slip away.
• Success: You follow the mark to his destination.
• Success: You avoid notice and get closer to
• Exceptional Success: You find some means your goal.
by which you can continue following the
mark, such as an unlocked entrance into the • Exceptional Success: You avoid notice and
building he arrived at. get away before anyone has another chance
to catch you.
• Everyone rolls Initiative: the result of a die roll • Autofire Short Burst: Three bullets at a single
+ Dexterity + Composure. If the character has target with a +1 bonus to the roll
a weapon readied, apply its Initiative Modifier. • Concealment: Barely –1; partially –2;
substantially –3; fully, see “Cover”
Stage Three: Attack • Cover: Subtract 2 from damage for light cover,
4 from damage for heavy cover
• Unarmed Combat: Strength + Brawl - victim’s
Defense • Dodge: Double Defense, roll as a dice pool
with each success subtracting one from the
• Melee Combat: Strength + Weaponry -
attacker’s successes
victim’s Defense
• Drawing a Weapon: Requires instant action
• Ranged Combat: Dexterity + Firearms
• Firing from Concealment: Shooter’s own
• Thrown Weapons: Dexterity + Athletics -
concealment quality (–1, –2 or –3) reduced by
victim’s Defense
one as a penalty to fire back (so, no modifier,
A character’s Defense is normally subtracted from –1 or –2)
any attack dice pools where it applies. If she chooses to
Dodge, the defender rolls her Defense as a dice pool • Offhand Attack: –2 penalty
against each attack. Each success reduces the attacker’s • Prone Target: –2 penalty to hit in ranged
successes by one. If the attacker is reduced to zero combat; +2 bonus to hit when attacker is
successes, the attack does nothing. If the attacker has within close-combat distance
successes remaining, add any weapon modifier to the
number of successes to determine how many points • Range: –2 at medium range, –4 at long range
of Health the target loses. All weapons deal lethal • Shooting into Close Combat: –2 per
damage to humans, bashing to vampires. combatant avoided in a single shot (not
applicable to autofire); –4 if grappling
Stage Four: The Storyteller describes the • Specified Target: Torso –1, leg or arm –2, head or
attack and wound in narrative terms. heart –3 (requiring 5 successes), hand –4, eye –5
Possible Modifiers • Surprised or Immobilized Target: Defense
• Aiming: +1 per turn to a +3 maximum (aiming doesn’t apply
takes a character’s action for a turn) • Touching a Target: Dexterity + Brawl or
• All-Out Attack: +2 with Brawl or Weaponry Dexterity + Weaponry; armor may or may not
attack; lose Defense apply, but Defense does apply
• Armor Piercing: Ignores amount of target’s • Willpower: Add three dice or +2 to a Resistance
armor equal to item’s rating trait (Stamina, Resolve, or Composure) in one
roll or instance
Damage: Indicates the number of bonus successes added to a successful attack. Firearms deal lethal
damage against ordinary people. The type of damage may vary against supernatural opponents.
Ranges: The listed numbers a short/medium/long ranges in yards. Attacks at medium range suffer a −1
penalty. Attacks at long range suffer a −2 penalty.
Clip: The number of rounds a gun can hold. A “+1” indicates that a bullet can be held in the chamber,
ready to fire.
Initiative: The penalty taken to Initiative when wielding the gun.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength
suffers a −1 penalty on attack rolls.
Size: 1 = Can be fired one-handed; 2 = Must be fired two-handed and can be hidden in a coat; 3 = Can
be fired two-handed but not hidden on one’s person
* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.
** Attack rolls gain the 9-again quality
*** Crossbows take three turns to reload between shots. A crossbow can be used to deliver a stake through the
heart (–3 penalty to attack rolls; must deal at least 5 damage in one attack)
Size
Size Object/Creature Size Object/Creature
Human infant, pistol 1 Gorilla 6
Sword 2 Grizzly bear 7
Human child 3 2-seat sports car 10
Wolf, spear 4 SUV 15
Adult human, Door 5 Dump truck 20
Type: A weapon’s type is a general classification that can apply to anything your character picks up. A
metal club might be an antique mace, a metal baseball bat, or a hammer, while a hatchet might be a meat
cleaver or an antique hand-ax.
Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal
lethal damage.
Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon,
take the higher penalty and increase by 1.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength
suffers a -1 penalty on attack rolls.
Size: 1 = Can be hidden in a hand; 2 = Can be hidden in a coat; 3+ = Cannot be hidden.
Concealed: A character who wields a shield but doesn’t use it to attack can add its Size to his Defense, and
uses its Size as a concealment modifier against ranged attacks.
Grapple: Add the chain’s weapon bonus to your dice pool when grappling.
Two-handed: This weapon requires two hands. It can be used one-handed, but doing so increases the
Strength requirement by 1.
* A stake must target the heart (–3 penalty to attack rolls) and must deal at least 5 damage in one attack.
** The reach of a spear gives a +1 Defense bonus against opponents who are unarmed or wield weapons
of Size 1.
Rating: Armor provides protection against normal attacks and Firearms attacks. The number before the
slash is for general armor, while the number after the slash is for ballistic armor. Reduce the number of
damage levels your character takes by the appropriate number.
Strength: If your character’s Strength is lower than that required for her armor, reduce her Brawl and
Weaponry dice pools by 1.
Defense: The penalty imposed on your character’s Defense when wearing the armor.
Speed: The penalty to your character’s Speed for the armor worn.
Coverage: The areas of a character protected by the armor. Unless an attacker targets a specific unarmored location
(“Specified Targets”, above), the armor’s protection applies. Wearing a helmet increases the armor’s coverage to include
a character’s head.
* This armor is concealed, either as normal clothing (e.g. biker leathers) or being worn under a jacket or
baggy shirt. Attackers have no idea the target is wearing armor until after they land a successful hit.
Confidant ••
A vampire doesn’t have to shout to be
heard, and in a crowd that he’s already Awed,
sometimes speaking quietly is the best way
to get attention. With little more than a
soft voice and a knowing look, the vampire
brings someone new into the fold as a trusted
confidant.
Cost: None
Requirement: The vampire must have
used Awe on the victim.
Dice Pool: Presence + Empathy + Majesty
vs. Resolve + Blood Potency
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The vampire slips up,
letting some of what he wants the victim to
feel leak back into himself. He’s affected by
the Swooning Condition for the victim.
Failure: The victim doesn’t feel that she’s
worthy of joining the vampire’s inner circle
just yet.
Success: The vampire successfully charms
his victim. She gains the Charmed Condition.
Exceptional Success: It’s incredibly hard to
resist the force of the vampire’s personality.
The victim’s Charmed Condition lasts for
nights, rather than hours.
Dice
Type Dmg Range Pool Special
Vigor- 3(L) n/a 12 Must spend
Juiced Willpower
Haymaker point to utilize
Haymaker
maneuver
Civil War 2(L) n/a 12
Saber
Clan Speaker Mekhet: their rolls for firing from behind cover by one
point.
Siobhan (The Go-Getter) • Report In: A cop can access and use their
radio easily while performing other actions,
Dark Secret: Siobhan has long been the keeper of they can both report in and take a combat
the city’s mortal political dynasties—the Allertons, action at no penalty to their roll.
the Whitworths, the Macbrides. Common vampire Tactics: Modern police officers carry tasers and
wisdom exhorts the bloodsuckers to stay away from pepper spray, which they will usually default to using
directly manipulating important mortals, but Siobhan unless they expect lethal danger. Both of these are
has ignored that advice for centuries. She doesn’t just wholly ineffective against Kindred. However, police
control these families—she has integrated herself into are trained to call for back up the second they
Pandora's Box 61
• Amelie may betray them. If she believes that block and share whatever (likely significant) profits
she herself will be betrayed or she recognizes come rolling in?
that the characters have been intimidating
her this whole time, she will lead them to the
trap, she will attempt to run, and she may even Character Goals
attempt to lock the characters in the basement
One assumes that the characters’ goal is to get the
while she sets other vampires on the trail.
box of secrets at any cost—the question is, why do they
• Fire bad. Imagine finding the box of secrets want it? To gain power? To destroy it? Sell it?
just as a fire breaks out? First, nobody wants How will they use it?
the box of secrets to burn up. Second, Must they betray one another to gain advantage
vampires + fire = frenzy. Who set the fire? from it?
Amelie, perhaps. A throng of neonates. Or
maybe it’s one final trap set on the Fort Knox
safe—cracking into the safe may set it off.
And at the end of it all? When the smoke clears
Actions
and the bodies are on the floor? Confirm the
moral dilemma at hand: the box of secrets contains Lockpicking and Safecracking
information on all the characters. Do they really want The hospital basement features a number of
their dark secrets exposed to one another? Further, barriers.
only one character can be Prince. Are they really
First, the door to the basement is locked with a
willing to let one of their own take the helm while
heavy chain and has reinforced hinges and fixtures.
the others step back? Can a deal be arranged where
Lockpicking here isn’t terribly difficult, but the time
one becomes Prince and the others Primogen? Could
it takes could expose the characters to danger.
they all agree to back a different vampire for Prince,
or is it possible that their goal is to either destroy Second, the trapped proxy safe in the morgue
the box or be the ones to put it up on the auction drawer is pretty tough. Lockpicking is a little more
Pandora's Box 63
(replacing the previous turn’s, not adding to it). Roll
a single d10 and compare the results on this table to
Consequences
determine the effect: Getting hold of the trove of dark secrets once
possessed by the Prince is a powerful game-changer:
Die Roll Effect one or all of the characters now has a leash connected
to most, if not all, of the city’s vampires. As such,
1-2 Characters each lose Defense this
turn (debris as disadvantage) this adventure can nicely serve as the opening for a
much larger, high-powered chronicle.
3-4 Characters each double Defense
this turn (debris as advantage) Of course, it can also serve as a tragic end to a
chronicle. Characters reaching for the brass ring of
5-6 Failures become dramatic failures
this turn (character swings, misses, the box of secrets may be destroyed in the conflict.
missteps and trips over an old desk) They may be destroyed by the box itself as their
secrets are leaked. They may be destroyed as they
7-8 Each character must succeed on
a Stamina + Dexterity roll to first kill one another for power. Or they may be wiped
make an attack (avoiding debris, out as the vampires rise up against them to bury the
keeping balance) box and its contents for good.
9-10 Character finds a “found object”
weapon nearby (board with a
nail in it, hunk of rebar, conduit).
Remember that using such a
weapon confers a -1 penalty for
being an improvised weapon
Encounter Scenarios 65
And so the characters become the target. How do they “meeting,” which is really a social ambush by either
deal with it? How can they move forward? Acting out one powerful vampire or by a whole covenant’s worth
with Kindred powers is a breach of the Masquerade—but of vampires standing together (for now). Or they
the city’s in flames, so who really cares? might be abducted or even attacked.
The end result is that they’re stuck in a room—a
board room, the back room at a strip-club or the
Hanging Posse belly of a yacht floating out in the harbor—where
The characters come across—or are invited to—a someone is trying to sway or even force their hand to
scene of retribution. A sympathizer to the Prince has offer support. The only way out of that room might
been captured a band of vampires (neonates lead by be to lie—or kill.
an elder, perhaps, or a pack of Cronies stirred up by
Daciana). They’ve got him strung up and hanged.
It won’t kill him, of course, but with hands behind SWAT Got You Surrounded, Son
his back and legs bound, it’s hard to make any kind Maybe it’s just bad luck—wrong place, wrong time.
of a physical effort and break free. They’re planning Or maybe someone set them up. Either way, the
a long night of torture—maybe they’re doing it just result is the same: the characters are the target of an
for shits and giggles, or maybe they think they can incoming SWAT team.
get something out of the victim. Maybe they want This scenario is best when indoors or in a cramped
to know about the box of secrets. Or perhaps they vehicle. Consider that, as the characters follow the
think they can find their way to accessing the Prince’s trail of the box of secrets, they’re going to end up in
assets. places that are claustrophobic and walled-off, with
Do the characters participate? Do they intervene? fewer exits then they’d prefer. This is an excellent
Perhaps they simply walk away. But is there something place to set up a SWAT siege. And that’s exactly
to be gained or lost in this encounter? What if the what it is: SWAT thinks they have some high-profile
vampire that gets strung up is Amelie or Harmon agitators—even domestic terrorists—on their hands.
Kale? What if the one character who’s about to get They’re not fucking around. They’ll bring the smoke
tortured and torched is the one character who can bombs, the “door knockers,” the riot shotguns that
lead the characters to the box of secrets? can blow off limbs. They might even have an armored
vehicle.
Now, to be clear, the characters are likely strong
Pick a Side, Any Side enough to put a deep hurt on the SWAT officers. But
With the Prince destroyed, the city ends up like that doesn’t mean this isn’t a bad situation: a normal
a box of puzzle pieces thrown up into the air—any human could easily crush a scorpion underfoot, but
picture of order is gone, and so too is any semblance that doesn’t mean a well-placed stinger won’t deliver
of a protected hierarchy. Now, it’s every vampire for an unholy dose of venom.
himself, which means a whole lot of blood-hungry This isn’t meant to be a serious threat, but it is
monsters jockeying for position. meant to act as a roadblock. The SWAT siege can
It’s this “jockeying for position” that draws the delay characters, which is all the more troubling if
characters in. Vampires need to test loyalty, and they their situation is time sensitive. Plus, dispatching
need to earn supporters for any presumptive bid for a whole team of SWAT doesn’t magically end the
Praxis. Every vampire is going to attempt to secure problem. It could mean that they’re bringing hell
support in a different way. A monster like Daciana down on their heads. The police will send a stronger
will attempt to show her power and create worship. response next time. Or the FBI will get involved. Or,
Someone like the Cardinal will use shame, guilt, and if this happens later in the adventure, the military
the threat of God-chosen violence. One vampire will will come calling. Do the characters really want that
use honey, another will use vinegar. kind of attention?
The characters will get dragged into this—if you’d
like, more than once. They may first be invited to a
Encounter Scenarios 67
savvy, most have never heard of “social media.” So, keep a single narrative this time), but they can see
over the course of the five nights, it’s more than likely what’s right in front of their eyes, and what’s there
that a Masquerade breach will be caught on camera is violence and anarchy.
and thrown up on the Internet. Most humans know this to be a good time to
Except that what’s captured isn’t just a breach— hunker down and stay safe. Others, though, are
we’re not talking about a muddy, uncertain video malefactors who seek to exploit the pandemonium
of “something weird going on.” It’s a full-bore for their own needs—so you get looters and rioters
shattering: a foot through the Masquerade’s mirror. and gang members murdering one another.
A high-definition (video and audio) camera captures Some malefactors are not content with small acts,
it crisply: a pack of vampires hunting in the middle however, so we come back to the subject of terrorism.
of a street or a nightclub or shopping mall. They With the police occupied (and the military not yet on
can do things that nobody else can do: leap great the scene), it’s a good time for a domestic terror group
heights, turn to wolves, grow claws. It’s all there, on to put in motion a hasty plan to create big damage
a three-minute video. city-wide. What does this mean? An assassination
Sure, the vampires should’ve caught it before it ever is big, but not big enough. Think bombs. Bombs
went to air. But they’re too preoccupied—remember, city-wide? Bombs on city buses and trains? Anything
the city is going apeshit right now. Nobody’s paying that would snarl transportation is going to be bad
the right kinds of attention. for the city and bad for its vampire population, too.
Sure, maybe the characters could debunk it, but Further, that means the military comes rolling in
the authorities have tried. By the time it makes it on early, it means the news media fall all over themselves
the news, they already have a video expert and an to capture it, and it means that the city is on high
audio guru and they can’t find any manipulation or alert. All bad news for the Kindred.
any signs of special effects. And if you want to tweak it just that much more,
For bonus points: what if it’s the characters who are assume that the bombs set off one or both of the
the ones caught on tape? Or what if it’s their enemies? following:
Can they exploit this? Can they undo it? First, they cause a small earthquake. It’s just
What happens when the city plays sudden host enough to crack the street and bring down a few old
to vampire hunters, drawn to the evidence, ready buildings, but it’s just enough to deepen the city’s
to recruit, ready to hunt and kill, ready to turn the isolation and insanity. (If you’re so inclined, jack the
tables on the nocturnal predators? earthquake up to a full-bore mega-disaster, and next
thing you know you have an event similar to Batman’s
No Man’s Land where disaster strikes and the super-
The Terrorism Tango villains take over the city in territorial pockets.)
Second, the event exposes—and awakens—a
You know what this story needs? More terrorism.
millennia-old vampire, a vampire unlike anything any
When the city plunges into chaos, the humans of the Kindred in town have ever seen before. With
feel it. Hell, they don’t just feel it, they witness it such a “true” elder suddenly on scene, the power
on their sidewalks and street corners. They may dynamic is sure to shift.
not know what is going on (after all, the news can’t
Aftermath 69
You’ve been charmed by a vampire’s supernatural force of Your character must assert dominance and superiority.
personality. You don’t want to believe that anything he says is Either she gives it her all, or she falters. Any time she’s in direct
a lie, and you can’t read his true intentions. The vampire adds competition with another character, she suffers a −2 die penalty
COMPETITIVE
his Majesty dots to Manipulation rolls against you. Any Wits + on any rolls where she doesn’t spend Willpower. This includes
Empathy or Subterfuge rolls you make to detect his lies or uncover contested and extended rolls. As well, any rolls to tempt or
CHARMED
his true motives suffer a penalty equal to his Majesty dots. Using coerce her into competition achieve exceptional success on three
(PERSISTENT)
supernatural means to detect his lies become a Clash of Wills. successes instead of five.
You want to do things for the vampire, to make him This Condition fades naturally after a number of nights
happy. If he asks, you’ll do favors for him like he was one of equal to the Blood Potency of the vampire who caused it.
your best friends.
After resolving Competitive, your character cannot be
Possible Sources: The Majesty Discipline. subject to this Condition again for a full month.
Resolution: The vampire attempts to seriously harm you Possible Sources: A challenging predatory aura conflict,
or someone close to you, you make a significant financial or facing a breaking point.
physical sacrifice for him.
Resolution: Win or lose a competition where someone
Beat: You divulge a secret or perform a favor for the reaches a breaking point.
vampire.
Beat: n/a
A vampire has given your character a specific command Something’s scared you to the point where you lose
that she cannot go against. You don’t have a choice whether rational thought. You need to leave right now. Your only
or not to follow the command — your will is no longer your priority is getting the fuck away from the thing that’s
frightened you — the hell with your stuff, your friends, and
FRIGHTENED
DOMINATED
own. If your task has a natural end, such as “Follow that man
your allies. If someone tries to stop you from escaping, you’ll
until he enters an apartment then call me with the address,”
fight your way past them. You can’t approach the source of
you resolve the Condition once you complete it; otherwise your fear or act against it — and if the only way out involves
it ends at sunrise. Once you resolve this Condition, you can’t going near the source of your fear, you’ll collapse on the
quite remember what happened while you were under the ground in terror. Supernatural creatures prone to loss of
vampire’s spell. control, including vampires, must roll to avoid frenzy. This
Condition lasts until the end of the scene; suppressing its
Possible Sources: The Dominate Discipline. effects for a turn costs a point of Willpower.
Resolution: Take more bashing or lethal damage than your Possible Sources: The Nightmare Discipline, coming face
Stamina. Experience a breaking point when following the to face with a phobia.
command, and succeed at the related Resolve + Composure
Resolution: The character escapes from the source of
roll. Follow the vampire’s command. his fear.
Beat: n/a Beat: n/a
Your character is deeply inspired. When your character Your character’s will is subordinate to that of a vampire.
takes an action pertaining to that inspiration, you may You’re not obviously hypnotized — you’re a bit quiet and
resolve this Condition. An exceptional success on that roll reserved compared to normal, but nothing out of the ordinary.
MESMERIZED
requires only three successes instead of five and you gain a When the vampire who inflicted this Condition gives you a
command, you cannot resist. If it’s something that you wouldn’t
point of Willpower.
INSPIRED
normally do, you might look like you’ve been hypnotized or that
Possible Sources: Exceptional success with Crafts or you’re sleepwalking, but otherwise you look and act normally. If
Expression, the Inspiring Merit, the Auspex Discipline. you resolve this Condition, gain a +3 die bonus to resist further
attempts to Mesmerize you in the same scene; you also can’t
Resolution: You spend inspiration to spur yourself to quite remember what happened while you were under the
greater success, resolving the Condition as described above. vampire’s spell. This Condition fades naturally after a scene,
which does not count as resolving the Condition.
Beat: n/a
Possible Sources: The Dominate Discipline.
Beat: n/a
COMING SOON!
COMING SOON!
D ogs have inherited the world, building the kingdom of
turies after the
Pugmire untold cen-
Ages of Man are over. These dogs have been uplifted to use
tools and language, and they seek to rediscover the ruins of the Old Ones. Some
have learned to use the leftover technology of humanity, but they believe it to be
magic handed to them by their lost gods. Others seek to create an ideal civiliza-
tion, using a Code of Man compiled from ancient, fragmentary lore left behind
by humanity. Pugmire juxtaposes the tropes of high fantasy with our relationship
with domestic dogs. You play pioneers that explore lost ruins in search of relics,
knowledge, and danger. The world is dangerous and mysterious, but good dogs
will persevere.